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How much control do DMs need?
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<blockquote data-quote="gorice" data-source="post: 8996704" data-attributes="member: 7032863"><p>I think it does, implicitly. The PHB gives examples of situations where you might use a CHA roll, but the DMG 'running the game' section has the actual procedures. Now, I agree that the writers don't necessarily expect you to actually use those procedures, but they are presented as a core part of the rules for DMs to learn.</p><p></p><p></p><p>This is a whole can of worms, and I've argued about this a lot on this forum in the past, but, in short: 'prep' here includes modules (someone else's prep, essentially); the game makes heavy demands on the DM to reference content (spells, statblocks, NPC descriptions) in play; resolution rolls provide almost nothing in the way of emergent surprises + narrative authority rests very heavily on the DM, which means that DMs have to forceful and skilled improv artists, or lean heavily on prep, if they want interesting things to happen; and official advice, adventure generators, and published modules all lean heavily toward prep and/or railroading.</p><p></p><p>Giving detailed textual examples of this stuff would take me an entire day, but it's there.</p><p></p><p></p><p>But I'm talking about three different systems. They are literally not the same game. Different rules, different books, very different experiences in play. I don't see anything unifying these systems, other than the name 'D&D' and superficial signifiers like d20s & character classes. What's the dividing line between 'D&D' and 'not-D&D', if D&D isn't a set of rules?</p></blockquote><p></p>
[QUOTE="gorice, post: 8996704, member: 7032863"] I think it does, implicitly. The PHB gives examples of situations where you might use a CHA roll, but the DMG 'running the game' section has the actual procedures. Now, I agree that the writers don't necessarily expect you to actually use those procedures, but they are presented as a core part of the rules for DMs to learn. This is a whole can of worms, and I've argued about this a lot on this forum in the past, but, in short: 'prep' here includes modules (someone else's prep, essentially); the game makes heavy demands on the DM to reference content (spells, statblocks, NPC descriptions) in play; resolution rolls provide almost nothing in the way of emergent surprises + narrative authority rests very heavily on the DM, which means that DMs have to forceful and skilled improv artists, or lean heavily on prep, if they want interesting things to happen; and official advice, adventure generators, and published modules all lean heavily toward prep and/or railroading. Giving detailed textual examples of this stuff would take me an entire day, but it's there. But I'm talking about three different systems. They are literally not the same game. Different rules, different books, very different experiences in play. I don't see anything unifying these systems, other than the name 'D&D' and superficial signifiers like d20s & character classes. What's the dividing line between 'D&D' and 'not-D&D', if D&D isn't a set of rules? [/QUOTE]
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